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==Gameplay==
 
==Gameplay==
Kobolds are represented by a dark yellow "k" in gameplay. They congregate in small groups and live in [[cave]]s (though less often, in outdoor camps), surrounded by traps and guarded by any poisonous animals at their disposal. Despite playing an evil role in the game, they do not need to spawn in evil biomes like [[goblin]]s - they can appear in any morally aligned biome. Kobolds start harassing a player's fortress as early as they can, and will always attempt to stealthily sneak into a fortress over using violent brute force. Because of their stealthy nature, they appear invisible to players unless they are right next to a dwarf, or the dwarf has a high enough [[observer]] skill, the higher said skill is, the farther away they can be spotted. Being reptilian, they can lay eggs.
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Kobolds are represented by a dark yellow "k" in gameplay. They congregate in small groups and live in [[cave]]s (though less often, in outdoor camps), surrounded by traps and guarded by any poisonous animals at their disposal. Despite playing an evil role in the game, they do not need to spawn in evil biomes like [[goblin]]s - they can appear in any morally aligned biome. Kobolds start harassing a player's fortress as early as they can, and will always attempt to stealthily sneak into a fortress over using violent brute force. Because of their stealthy nature, they appear invisible to players unless they are right next to a dwarf, or a dwarf has a high enough [[observer]] skill, the higher said skill is, the farther away they can be spotted. Being reptilian, they can lay eggs.
  
Kobolds will attack in self-defense, or when simply caught when sneaking around or cornered. They are very small and weak, and because of this, cannot wield large weapons, often using [[dagger]]s and rudimentary [[armor]] to protect themselves. Dwarves easily overpower kobolds in battle, but this doesn't stop kobolds from posing a threat, as their stealth and ambush tactics can still provide trouble for dwarves, as well as traveling traders. The stealthy nature of kobolds also allows them to easily slip by traps or get through most doors (even if locked). The more successful thieving sessions kobolds have with a particular fortress, the larger the next group of kobolds will appear the next time around.
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Kobolds will attack in self-defense, or when simply caught when sneaking around or cornered. They are very small and weak, and because of this, cannot wield large weapons, often using [[dagger]]s and rudimentary [[armor]] to protect themselves. Dwarves easily overpower kobolds in battle, but this doesn't stop kobolds from posing a threat, as their stealth and ambushing tactics can still provide trouble for dwarves, as well as traveling traders. The stealthy nature of kobolds also allows them to easily slip by traps or get through most doors (even if locked). The more successful thieving sessions kobolds have with a particular fortress, the larger the next group of kobolds will appear the next time around.
  
===Detailed behavior===
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===Detailed Behavior===
 
Kobolds arrive at your fortress in sneak mode, preventing you from seeing them. Spotting a sneaking creature is based on how high the spying creature's [[observer]] skill is; the higher it is, the farther away the sneaking creature will be spotted, but if a kobold is passing next to a dwarf or animal it will be revealed, too. They can swim in from rivers, <s>go boldly through</s> sprint straight through locked [[door]]s, and are [[Trapavoid|unaffected]] by [[trap]]s. If the kobolds are successful in multiple thieving attempts, they will grow <s>ko</s>bolder and send squads of armed kobolds to [[Ambush|raid and pillage]] your apparently-defenseless fort. Kobolds are observed to have access to '''all''' metals, including [[steel]] (seemingly, a fallback triggered due to them not being given access to any metals at all). This doesn't seem to manifest itself in fortress mode, however, and they are almost always seen with only [[copper]] equipment.
 
Kobolds arrive at your fortress in sneak mode, preventing you from seeing them. Spotting a sneaking creature is based on how high the spying creature's [[observer]] skill is; the higher it is, the farther away the sneaking creature will be spotted, but if a kobold is passing next to a dwarf or animal it will be revealed, too. They can swim in from rivers, <s>go boldly through</s> sprint straight through locked [[door]]s, and are [[Trapavoid|unaffected]] by [[trap]]s. If the kobolds are successful in multiple thieving attempts, they will grow <s>ko</s>bolder and send squads of armed kobolds to [[Ambush|raid and pillage]] your apparently-defenseless fort. Kobolds are observed to have access to '''all''' metals, including [[steel]] (seemingly, a fallback triggered due to them not being given access to any metals at all). This doesn't seem to manifest itself in fortress mode, however, and they are almost always seen with only [[copper]] equipment.
  
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=== Adventure mode ===
 
=== Adventure mode ===
  
There are two methods for allowing kobolds to be playable as adventurers:  
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There are two methods for allowing kobolds to be playable as adventurers: By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well.  
* By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well.  
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* By adding the previous tag to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, kobold adventurers can be played as outsiders from any site.
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The other method is by adding the previous tag to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, which allows them to be played as outsiders from any site.
  
 
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. ('''If you wish to change this behaviour, you will have to remove that tag.''')
 
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. ('''If you wish to change this behaviour, you will have to remove that tag.''')

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